Showing posts with label Basic Dungeons & Dragons. Show all posts
Showing posts with label Basic Dungeons & Dragons. Show all posts

Tuesday, May 19, 2026

Further Meditations on The B2 Keep On The Borderland Adventure Module By Gary Gygax & ACKS II Rpg

 



Gary Gygax’s 1979 module B2: The Keep on the Borderlands is the foundational text of the sandbox campaign. Ostensibly written as an introductory adventure for the D&D Basic Set, it functions under the hood as a masterclass in dynamic world-building, spatial economics, and emergent play. This is going to pick right up from OSR Commentary - Adapting AX2: Secrets of the Nethercity For ACKS II rpg & Barrows & Borderlands Rpg



When peeled back from its nostalgic veneer, B2 reveals a sophisticated, highly volatile ecosystem built on factional tension, economic vulnerability, and a stark, unromantic view of the frontier.

1. The Geometry of Isolation: The Keep's Spatial Design

The Keep itself is not just a safe zone; it is a pressurized container of Law perched precariously on the lip of Chaos. Its architectural layout dictates the social dynamics of the campaign.

  • The Outer Bailey (The Buffer Zone): This is where commerce, transience, and vulnerability live. The tavern, the inn, and the stables form a economic engine designed to extract coin from travelers and mercenaries. It is deliberately exposed; if the outer wall falls, the outer bailey is sacrificed.

  • The Inner Bailey (The High-Trust Engine): Separated by a secondary massive gatehouse, the inner bailey houses the Keep’s actual power structure—the Castellan, the guard garrison, and the chapel. This physical segregation tells low-level PCs exactly where they stand: they are tools of the state, kept in the courtyard until they prove their utility.

The Structural Flaw: The Keep is a logistical nightmare if cut off. It relies entirely on a single, vulnerable trade road to the civilized lowlands. A clever Game Master realizes that the human factions here are just as desperate for stability as the monsters in the caves are for territory.

2. The Caves of Chaos as a Fractured Megadungeon

The Caves of Chaos are frequently misread as a "monster zoo"—a random assortment of humanoids crammed into a single ravine. In practice, they represent a highly sophisticated, multi-tiered tribal ecosystem.

The ravine acts as a literal corporate ladder of absolute savagery, arranged vertically and deeply divided by evolutionary and cultural hatreds.

                  [ The Dark Chapel ] (The True Threat)
                           ^
                           |
            [ Minotaur ] <---> [ Gnolls ]
                 ^                 ^
                 |                 |
     [ Orcs: Tribe A ] <=======> [ Orcs: Tribe B ]
            ^                              ^
            |                              |
     [ Goblins ] <-------------------> [ Hobgoblins ]
            ^
            |
     [ Kobolds ] (The Bottom Feeders)

The Geopolitical Fault Lines

  • The Grudge Match: The two rival Orc tribes (Tribe A and Tribe B) hate each other with a fury that rivals their hatred for the humans. If PCs clear one side, they actively grant a regional monopoly to the other.

  • The Underclass Wars: The Kobolds at the bottom of the ravine are food and slave labor for the Goblins and Hobgoblins. They are structurally incapable of winning a prolonged war, making them prime candidates for PC exploitation, bribery, or asymmetrical warfare.

  • The Hidden Hegemony: At the apex sits the Shrine of Evil Chaos. The cultists are not merely cave dwellers; they are the ideological puppet masters using religious terror and wealth distribution to prevent the humanoids from tearing each other apart before they can overwhelm the Keep.

3. The Undercurrent of Borderland Economics

Gold and silver drive B2 more than any grand narrative of good versus evil. The module operates on a strict zero-sum economy that forces players into grey moral choices.

FactionPrimary Economic EngineVulnerability
The KeepTrade taxes, mercenary exploitation, state supply linesTotal reliance on external grain/goods shipments
The HumanoidsRaiding trade caravans, internecine tributeAbsolute lack of agriculture or sustainable production
The CultistsPlunder, ideological funding from external dark powersExposed supply lines if the ravine is blockaded

The Realities of Gygaxian GP

Because early editions tie character advancement (XP) directly to recovered treasure, the game mechanics force PCs to act as state-sanctioned looters. Every gold piece stripped from a goblin chief’s chest is capital removed from the local wilderness economy and injected into the Keep’s merchant lane.

This creates an inevitable cycle: looting causes tribal desperation, desperation causes increased raids on the trade roads, and increased raids force the Castellan to fund more desperate expeditions into the ravine.

4. The Hidden Catalyst: The Wilderness

The wilderness hexes between the Keep and the Caves are not empty transit space; they are a ticking clock.

  • The Mad Hermit: A textbook example of borderland madness. He represents the fate of those who reject both the rigid martial law of the Keep and the tribal collectivism of the Caves.

  • The Lizardmen: Positioned in the southern fens, they are a neutral wildcard. They do not care about the geopolitical war between the Castellan and the Cultists, but their territorial integrity controls access to the riverways.

5. Turning the Key: Running B2 with Modern Intent

To elevate B2 from a classic crawl into a dynamic, shifting campaign, a Game Master needs to treat the module as a loaded spring. The moment the PCs arrive, the balance of power should begin to crack.

  • Weaponize the Factions: Let the humanoids negotiate. A dying goblin chief should gladly offer the PCs a map of the Hobgoblin complex in exchange for his tribe’s survival.

  • Track the Logistical Fallout: If the players kill the Kobolds, who moves into their caves? The Orcs? Or does the gelatinous cube wander out of the depths because its food supply has dried up?

  • The Keep is Not Safe: The cult has agents inside the walls. The lonely, isolated mercenaries in the Outer Bailey are prime targets for subversion, bribery, and religious radicalization.



To bridge the foundational sandbox of B2: The Keep on the Borderlands with the granular, socio-economic engine of Adventurer Conqueror King System II (ACKS II) is to transform a classic introductory dungeon crawl into a highly volatile, politically charged borderland simulation.

Where early editions of D&D treat the wealth and manpower of the Keep as static background flavor, ACKS II mechanics demand that every coin looted, every mercenary hired, and every goblin tribe displaced ripples directly through the local market economy and domain stability.

1. The Keep as a Class VI Market (The Borderland Frontier)

In ACKS II, settlements are categorized by Market Classes, which dictate the availability of goods, the maximum value of items that can be sold, and the weekly pool of mercenary talent.

The Keep functions as a Class VI Market (a tiny frontier settlement or fortified outpost).

[ Civilized Lowlands ] ===(Trade Income: High)===> 
[ The Keep: Class VI Market ] ===(Target)===> 
[ The Caves of Chaos ]
                                                            |
                                                   
[ Frontier Garrison ]
                                               
(High Upkeep / Low Tax Base)

The Economic Squeeze

  • The Monthly Supply Limit: A Class VI market has a limited monthly supply of standard equipment and a very low threshold for purchasing monster treasure. If the PCs return from the Caves of Chaos with a hoard worth $3,000\text{ gp}$, they cannot simply liquidate it at the local provisioner. The local merchants lack the liquidity. The PCs must either pay a hefty premium to ship the loot to a larger city downriver, barter directly with the Castellan for land/favors, or accidentally crash the local frontier economy by causing hyperinflation.

  • Mercenary Scarcity: The Outer Bailey tavern is not an infinite well of meat-shields. In ACKS II, a Class VI market might only generate $1\text{d}4$ Light Infantry or Bowmen candidates per month. If the players treat their retainers as disposable trap-detectors in the ravine, they will rapidly find themselves entirely alone; word spreads that expeditions with the PCs are a death sentence, drying up the local labor pool.

2. The Caves of Chaos as a Fragmented Beastman Domain

Instead of seeing the Caves as a random assortment of monster lairs, ACKS II views the ravine through the lens of Beastman Tribes and Domains. The Caves represent an active, competitive ecosystem of overlapping tribal territories fighting for the same limited resources.

Using the ACKS II domain management logic, the Ravine can be mapped out as an unstable web of tribal dynamics:

TribeACKS II Unit TypesPrimary ResourceTerritorial Strategy
KoboldsLight Infantry (Slingers), SkirmishersNumbers & Hidden TunnelsSubservient to the Hobgoblins; focus on ambush and defense.
GoblinsWolf Riders, Light InfantryMobility & Warg BreedingAttempting to secure the Wilderness Road to intercept commerce.
Orcs (Tribe A/B)Heavy Infantry, Medium InfantryMartial Might & RaidingLocked in a blood feud over hunting grounds and tribute.
HobgoblinsPhalanx Infantry, Heavy InfantryDiscipline & Tactical FortificationsFunctions as the military backbone of the ravine, policing lower tribes.
The CultCultists, Dark Pluralists, Anti-ClericsDivine Favor & Unholy RelicsThe shadow government extracting tribute to fund a chaotic node.

The Chieftain's Balance Sheet

In ACKS II, monster chieftains must pay their troops and feed their populations just like human rulers. The humanoids in the Caves are starving; the frontier is over-populated.

  • If the PCs cut off the Goblins’ access to the trade road, the Goblin Chief faces a resource crisis. To prevent a mutiny, he must either launch a desperate, suicidal assault on the Keep’s supply lines or invade the neighboring Orc territory to seize their grain stores.

  • The players can actively use Subversion and Bribery (ACKS II Criminal Syndicate rules) to fund one faction, turning a dungeon crawl into a proxy war.

3. The Castellan’s Dilemma: Garrison Costs vs. Revenue

The Castellan is not just an NPC who gives out quests; he is a Domain Ruler operating on a razor-thin financial margin.

The Keep maintains a formidable garrison: dozens of heavy footmen, crossbowmen, and cavalry. In ACKS II, the monthly upkeep for a professional military force of this size vastly outstrips the tax revenue generated by the tiny civilian population in the Outer Bailey.

+-------------------------------------------------------+
|  THE CASTELLAN'S MONTHLY LEDGER                       |
+-------------------------------------------------------+
|  REVENUE:                                             |
|    - Outer Bailey Market Taxes:              +150 gp  |
|    - Royal Borderland Subsidy:             +1,200 gp  |
+-------------------------------------------------------+
|  EXPENSES:                                            |
|    - Garrison Wages & Rations:             -1,800 gp  |
|    - Wall Fortification Maintenance:         -250 gp  |
+-------------------------------------------------------+
|  NET MONTHLY DEFICIT:                        -700 gp  |
+-------------------------------------------------------+

The Strategic Consequence

The Castellan is hemorrhaging money. The royal court in the civilized interior will only subsidize this outpost for so long before deciding the borderland is a lost cause.

  • The PC as an Investment: This financial pressure is exactly why the Castellan tolerates rowdy, heavily armed adventurers operating out of his tavern. He needs the PCs to clear the caves because his official garrison cannot leave the walls without risking the Keep falling to an immediate siege.

  • The Taxman Cometh: Once the PCs start clearing sections of the Caves, the Castellan will assert legal claim over the recovered territory under crown law. He will demand a tithing or treasure tax (typically 10% to 20%) on all bullion brought through the Keep's gates to balance his ledger, creating a natural point of friction between the party and the law.

4. The Campaign Endgame: Securing the Borderlands

The ultimate synergy between B2 and ACKS II emerges when the party survives to mid-levels ($4\text{th}–6\text{th}$ level) and shifts from mere delvers to domain rulers. The module naturally transitions from a dungeon crawl into a Borderland Clearing Simulation.

[ Level 1-3: Tactical Crawl ] ---> [ Level 4-5: Factional Sabotage ] --->
 [ Level 6+: Domain Construction ]
  - Loot for XP                      - Fund Tribal Wars                     - Clear Hexes
  - Hire Local Retainers             - Intercept Cultist Supply Lines        - Build Borderland Strongholds

From Ravine to Barony

Under ACKS II rules, to claim a domain, the wilderness hexes must be systematically "cleared" of monsters.

  1. The Purge: The Caves of Chaos cannot simply be left half-empty. If the Cult is destroyed but the Hobgoblins remain, the domain is still considered wild. The players must systematically root out or subjugate every faction.

  2. Vassalizing the Humanoids: An enterprising Lawful or Neutral PC might choose not to exterminate the remaining humanoids, but to force them into vassalage. Using the ACKS II Monstrous Vassals mechanics, a defeated Orc chieftain can swear an oath to a player character, turning the remaining cave complexes into a fortified, subterranean march that guards the PC’s new border territory.

  3. The Shadow War: If the players build a stronghold nearby, they must contend with the Unholy Node generated by the Shrine of Evil Chaos. Until the shrine is desecrated and ritually purified by a high-level cleric, it will continuously attract new chaotic monsters to the region, increasing the local Savage Encounter rate and suppressing civilian migration to the players' new lands.

5. Master Faction Conflict Table for the Borderlands

This d20 table represents the regional friction between the Keep's supply lines, the competitive humanoid tribes, and the machinations of the Cult, processed through ACKS II wilderness movement mechanics.

d20Encounter TypeFactions InvolvedEconomic / Tactical Consequence
1-2Tribal SkirmishOrcs (Tribe A) vs. GoblinsThe Orcs are executing a punitive raid on a goblin foraging party. Left alone, one side is wiped out, shifting the balance of power in the ravine.
3-4Cultist Supply InterdictionThe Cult vs. Keep CaravanHooded acolytes and undead skeletons are ambushing an iron shipment meant for the Keep's blacksmith. Success increases the cost of weapons at the Keep by 20%.
5-6The Desperate LevyKeep Garrison vs. WildernessA squad of Keep footmen is forcibly press-ganging local laborers and travelers into service to replace recent casualties. PCs must negotiate or see their preferred torchbearers drafted.
7-8Tribute CollectionHobgoblins vs. KoboldsA disciplined phalanx of Hobgoblins is extracting food and copper from a terrified pack of Kobolds. If the PCs protect the Kobolds, they earn a fragile, low-trust informant network within the Caves.
9-10The Mad Hermit’s Market DisruptorThe Hermit vs. Local EcosystemThe Mad Hermit has trapped a live monster (e.g., a Owlbear or Gray Ooze) and is attempting to steer it toward the Keep’s trade road to drive away "the civilized insects."
11-12Mercenary DesertionDisgruntled Guards vs. The Law$1\text{d}6$ heavy infantrymen have deserted the Keep due to back-pay issues and are turning to highway robbery. They possess inside knowledge of the Keep’s watch schedules.
13-14The Fens EncroachmentLizardmen vs. Orcs (Tribe B)Lizardmen from the southern swamp have traveled upriver to contest a watering hole used by the Orcs. The area is a chaotic three-way hunting ground.
15-16Underground RailroadCultist Infiltrators vs. The KeepA seemingly mundane merchant wagon leaving the Keep is caught smuggling sacrificial victims or silver out to the Shrine under the cover of night.
17-18The Warg RunGoblin Cavalry vs. Trade CaravanGoblin wolf riders are performing a hit-and-run raid on a luxury trade caravan. Wealthy merchants from the lowlands are trapped; saving them offers a direct line to Class I market financing.
19-20Total Ravine MobilizationThe Cult’s VanguardA unified force of Orcs, Goblins, and Cultists are marching to establish a forward siege camp outside the Keep's valley. The campaign sandbox has escalated to an open war footing.

Tuesday, February 21, 2023

OSR Commentary Dangerous Magic - AC4 - The Book of Marvelous Magic By Gary Gygax & Frank Mentzer For Dungeons & Dragons

 "Tell me, teacher?How does one open the cabinet of security? Of what use is the banner of bravery? And what are the limits of the sun deck? My books and scrolls tell me nothing about many of the magical treasures I've heard you mention time and again."


"No, Phaedras, your manuscripts are too general. But since you have inquired, I will allow you to peruse this, one of my most treasured volumes?The Book of Marvelous Magic. It will answer your questions."

And now you, too, can learn the secrets that were revealed to Phaedras! "




Frank Mentzer subtly pointed out AC4 - The Book of Marvelous Magic By Gary Gygax & Frank Mentzer on Facebook today. And when the founder of the Role-Playing Games Association (RPGA) during his time with TSR points a book out to you on Facebook about Basic Dungeons & Dragons I take note of it. Especially when its a seventy six page book that expands the grand game's magical items & has one of my favorite Clyde Caldwell covers! Who the hell is this witch & why does she have a vault containing that many magic relics. This is the book that introduced the famous line,"The D&D and AD&D games are actually different games." on page Seventy four. Well back in '86  this book was one of the ones that one of my dungeon masters got a hold of & it was not pretty. This is a book for the dungeon master who needs that special or unique magic item for a mini encounter or for a full on campaign with a twist. Salting them here & there within the context of the adventure. Not all of these magic items are nice at all & can cause all kinds of issues with parties of adventurers!
I'm not the only blogger who has positive things to say about AC4 The Book of Marvelous Magic



A bit of background the AC series of books by TSR were supplements that helped to round out the edges of Dungeons & Dragons while taking the hand of the dungeon master to some extent. AC1 The Shady Dragon Inn is used to help dungeon masters introduce fully designed NPC characters into any adventure scenario. This is also true of 
AC4 - The Book of Marvelous Magic By Gary Gygax & Frank Mentzer. 
Each category of item has within it variations & types of magic items for many situations. The wiki entry on AC4 has pretty good overview of the five hundred items;
" This book is a sourcebook on magical items and their twists and quirks. As well as all the miscellaneous magical items that appeared in the D&D BasicExpert, and Companion Sets, over 500 new magical items are described in detail. Each item comes with a brief description and an explanation of its powers. The items are listed in alphabetical order by type of item. For example, under Blanket can be found the Blanket of Devouring, the Blanket of Protection, and the Blanket of Sleeping."
"Marvelous Magic sticks with alphabetical order, though it also has random charts for some unusual categories such as "animal-related items", "paper and related items", "tools and hardware", and "travel items" (optionally, "land and air" or "water")." 
AC4 - The Book of Marvelous Magic By Gary Gygax & Frank Mentzer 
delivers the goods quite literally to the PC's. But surely a book written in '85 couldn't be used today for something like OSR systems or Fifth edition right?! Actually AC4 is even more useful today then it was when it was first published!  With so many OSR settings on the market today AC4 could throw any number of odd & off beat magic items into an adventure. There are a lot of weird & off beat punned named magic items in this book & its actually a Gygax & Mid Western American thing. That's not a bad thing as some of these items are actually deadly dungeon traps unto themselves such as the 'Barrel of Monkeys'. The person looking into the barrel is transformed into an Albino Ape & they keep coming! This is a dungeon feature & trap which could be very deadly. As recently as two years ago I used this trap erm magic item for Astonishing Swordsmen & Sorcerers of Hyperborea.


Yes I totally stole this artwork from the Dungeons & Digression blog

But who the Hell is making all of these magic items?! My guess is a god of magic, malice, & possibly chaos. The magic items have subtle theme of weirdness about them & the sheer variety is like something the brain of a dungeon master would come up with after a heavy brain storming session. There are items here for every adventure situation & more. In OSR game settings such as Dark Albion, I've used 
AC4 - The Book of Marvelous Magic By Gary Gygax & Frank Mentzer as the basis for the vault of  the sorcerer Prospero, rightful Duke of Milan, from Shakespeare's The Tempest.
Because of the slightly humors bent many of these items also made guest appearances in several Lamentations of the Flame Princess modules. But its really in Mystara where 
AC4 - The Book of Marvelous Magic By Gary Gygax & Frank Mentzer  has gotten a work out. The book's magic items were or are a part of a treasury of a faction of worshipers of a god of magic & chaos. Notice I said god not immortal because there's a dangerous difference. When these items show up the immortals are not happy at all. They cause all kinds of low scale chaos & headaches for adventurers, villagers, & even ordinary citizens!



That gets to the heart of what AC4 - The Book of Marvelous Magic By Gary Gygax Frank Mentzer  does which is to be used to create unique adventure opportunities. I don't agree with the Imagine magazine review & commentary;
"Jez Keen reviewed the accessory for Imagine magazine, giving it a negative review.[2] Keen wrote that the items on offer fall into three categories, "sensible ones, the bad-play compensatory ones and the silly ones".[2] Overall, the reviewer thought that in Basic D&D games magic items can be much too common. If magic was appropriately rare, this publication would not be needed. So Keen recommended it only for those who think that there should be "magic items at every street corner", as some items will be useful and some humorous."
Its really not up to the reviewer but actually it falls to the dungeon master as to where & when these magic items are needed during adventure design or play. 
So is AC4 - The Book of Marvelous Magic By Gary Gygax & Frank Mentzer worth the price of admission?! Well yes I think so & I do feel that it delivers on its promises & has gotten a bad rap over the years because its really a niche product. What I mean is that this is a product meant for the dungeon master to use the items & salt their adventures & campaigns as needed.  All in all I think its a great product & snap shot of another era of gaming.

Tuesday, November 22, 2022

Swords & Sorcery Commentary On B2 Keep on the Borderland By Gary Gygax For Your Old School Campaigns

 "The Realm of mankind is narrow and constricted. Always the forces of Chaos press upon its borders, seeking to enslave its populace, rape its riches, and steal its treasures. If it were not for a stout few, many in the Realm would indeed fall prey to the evil which surrounds them. Yet, there are always certain exceptional and brave members of humanity, as well as similar individuals among its allies - dwarves, elves, and halflings - who rise above the common level and join battle to stave off the darkness which would otherwise overwhelm the land. Bold adventurers from the Realm set off for the Borderlands to seek their fortune. It is these adventurers who, provided they survive the challenge, carry the battle to the enemy."


 "Such adventurers meet the forces of Chaos in a testing ground where only the fittest will return to relate the tale. Here, these individuals will become skilled in their profession, be it fighter or magic-user, cleric or thief. They will be tried in the fire of combat, those who return, hardened and more fit. True, some few who do survive the process will turn from Law and good and serve the masters of Chaos, but most will remain faithful and ready to fight chaos wherever it threatens to infect the Realm."


 B2 Keep on The Borderlands By Gary Gygax is the quintessnial B/X adventure & came with the Basic Dungeons & Dragons set for many years. And yet here is one of the most recognizable Basic D&D adventures & one of the most easily adaptable for a wide variety of games including other OSR retroclones. B2 was meant to make sure that both the players & the dungeon master were able to become proficient at Basic Dungeons & Dragons. This blog entry is going to pick right up from this blog entry here. 



















The adventure plot according to the B2 Keep on the Borderlands wiki entry; "Player characters begin by arriving at the keep which they can adopt as a base before investigating the series of caverns in the nearby hills that are teeming with monsters. These Caves of Chaos house multiple species of vicious humanoids. Plot twists include a treacherous priest within the keep, hungry lizardmen in a nearby swamp, and a mad hermit in the wilderness. It typifies the dungeon crawls associated with beginning D&D players, while permitting some limited outdoor adventures." The two big factors are the string of fortresses along the ancient borders & the nearby Caves of Chaos. The question is why are the fortresses there & why have the Caves of Chaos exploded with humanoid forces?
Let's assume that the for the sake of argument that B1 Insearch of The Unknown By Mike Carr twisted into a part of Sword & Sorcery campaign that B2 follows the same path. Something within the Caverns of Quasqueton might have stirred up the forces of Chaos around the keep. This also is tied to activity within the Temple of Elemental Evil. Why would there be multiple species of humanoids within the Caves of Chaos?! Simple the humanoids are actually under the influence of some Lovecraftian horror or god. 
These influences overide the natural inclintation of the humanoids allowing them to organize on an instinctive level. This becomes very dangerous to the inhabitants of the keep as the military forces gather at the temple of Chaos within the caves. 

The keep is a part of a series of keeps that have fallen into ruin. The keep is focus point for the locals to trade, as a safe place from the wilderness surrounding the keep, and there are literally hundreds of monsters waiting to take back the keep & return it to the chaos of the wilderness. 

Over the years of using B1 & B2 the PC's have taken over the fortress  of Rogahn the Fearless and Zelligar the Unknown instead of the keep. This isn't a problem as long as the PC's have a handle on the humanoid forces around the keep. There for I've placed the keep near the hidden valley of the fortress of  Rogahn the Fearless and Zelligar the Unknown. Usually near the ancient borders of the wilderness of Hyperborea. All of this is preperation for setting up the PC's to take on the challenge of T1-4 The Temple of Elemental Evil! We'll cover that coming up! 


Monday, November 21, 2022

Swords & Sorcery Commentary On B1 'In Search of the Unknown' By Mike Carr For Your Old School Campaigns

 "Many years ago two wealthy adventurers, Rogahn the Fearless and Zelligar the Unknown, built a hidden complex known as the Caverns of Quasqueton. From this base, they conducted their affairs away from the prying eyes of civilization. While of questionable ethical standing, the two drove back a barbarian invasion and gained the support of locals. Eventually, they gathered their own army and went on an expedition against said enemies, where they met their demise."





























B1 'In Search of the Unknown' By Mike Carr remains a favorite module of mine & I've lost count as too the number of times that I've DM'ed this classic module. The module if run correctly reminds me of one of the isolated locations that surround Robert E. Howard's classic Conan story 'Red Nails'. How so?! The lands surrounding the Caverns of Quasqueton could in point of fact be the temperate version of the desert ruins the lands of Rogahn the Fearless and Zelligar the Unknown. 
If we begin looking at the monsters that inhabit the fortress of 
Rogahn the Fearless and Zelligar the Unknown we get a plethora of B/X favorites including  orcs, troglodytes, and giant rats. Nothing too unusual about those. But where are  the Caverns of Quasqueton?! If we were using the classic world of Greyhawk then I'd say in a hidden valley not too far from the capital of Greyhawk. 
However since our own group has been sliding into the Hyperborea rpg then I would say that it would be not more then a hundred or so miles from the Hyperborean capital of 
Khromarium. And I believe that the lands of Rogahn the Fearless and Zelligar the Unknown remained lost today. Who were the barbarians that tried to sack Hyperborea's kings before the Green Death took them down?! I believe it would have been a slave revolt of half caste slaves who had taken up the life of raiders. 
Rogahn the Fearless and Zelligar the Unknown weren't the most dangerous or the bravest of the Hyperborean generals. They were however brutal,very cagey, & possibly some of the most evil. They probably employed forbidden magicks & brutal military tactics to put down the slave rebellion turned raider army. 
The Hyperborean royals rewarded 
the lands & treasures  too  Rogahn the Fearless and Zelligar the Unknown. These two cagey adventurers had known about the ruins of Quasqueton. See Quasqueton had belonged to an older race & there was a time space gate built there by the Great Race of Yith. 
























Great Race of Yith By King of Rats on Deviant Art here. 


In our old AS&SH game campaign the time & space gate went to Old Mars. But since I'm going to run this for a new group of players, well it remains unknown. Why have the dungeons & ruins of Quasqueton remained?! Well according to my old notes the ruins & dungeons have remained because of a weakened time field surrounding the lands of Rogahn the Fearless and Zelligar the Unknown. These semi techno magical fields actually attract monsters from the surrounding lands. But there's far more too the caverns of Quasqueton then meets the eye. We'll get into what it in a future blog entry.